Main Menu and Credits

Conception

I didn't intend to do the main menu in the way I did, infact, I wasn't intending to create it when I did either, but, while I was animating the cameras for the Intro-Castle scene it occured to me that the chaotic maelstrom and orbital camera were a perfect fit for the main menu backdrop and too good to only see for 30s of gameplay. Luckily it doesn't give away too much about the game.

The menu items themselves are quite usual. The design was initially very minimalist, flat and transparent, but given the setting and the dialogue boxes that I created, I felt that it was neccesary change it to bring a sense of consitency to to the UI.

I didn't have to add any new functionality specifically for the buttons, as I had already created helper classes for scene switching and such for use with the trigerables and interactable systems.

Credits

Jack set up the credits scene at the end, but for consistency I swapped in the new (at the time) UI elements and switched to using world space UI as well as adding a new camera effect scanlines and a little CRT monitor bend (that has since been added to the main menu).
The resulting credits fit with the general game and the UI aesthetic well.